﻿using UnityEngine;
using System.IO;

public class ZonePresent
{

    private ZoneGenerator _generator = null;

    private Material _grid_material;
    private GameObject[] _grid_go;

    public ZonePresent(ZoneGenerator generator)
    {
        _generator = generator;
    }

    //public nLayerData ToGroud(SpriteRenderer sr)
    //{
    //    nLayerData ld = new nLayerData();
    //    //ld._sortingOrder = sr.sortingOrder;
    //    ld._Width = sr.bounds.size.x;
    //    ld._Height = sr.bounds.size.y;
    //    //ld._Pos = sr.transform.position;
    //    ld._layer_cell_name = sr.transform.name;
    //    //ld._layer_res_name = Path.GetFileNameWithoutExtension(AssetDatabase.GetAssetPath(sr.sprite));

    //    return ld;
    //}

    //public nLayerData ToFoundation(SpriteRenderer sr)
    //{
    //    nLayerData ld = new nLayerData();
    //    ld._sortingOrder = sr.sortingOrder;
    //    ld._Width = sr.bounds.size.x;
    //    ld._Height = sr.bounds.size.y;
    //    ld._Pos = sr.transform.position;
    //    ld._layer_cell_name = sr.transform.name;
    //    //ld._layer_res_name = Path.GetFileNameWithoutExtension(AssetDatabase.GetAssetPath(sr.sprite));

    //    return ld;

    //}

    //public nUnitData ToBuilding(SpriteRenderer sr)
    //{
    //    nUnitData ld = new nUnitData();
    //    ld._sortingOrder = sr.sortingOrder;
    //    ld._Width = sr.bounds.size.x;
    //    ld._Height = sr.bounds.size.y;
    //    ld._Pos = sr.transform.position;
    //    ld._unit_name = sr.transform.name;

    //    return ld;
    //}
}
